Torque3D/Engine/source/windowManager/platformWindowMgr.h
DavidWyand-GG 0d77cdc270 GFX now handles non-default adapters
The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one.  Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.

The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager.  These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00

152 lines
5.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PLATFORM_PLATFORMWINDOWMGR_H_
#define _PLATFORM_PLATFORMWINDOWMGR_H_
#include "math/mRect.h"
#include "core/util/journal/journaledSignal.h"
#include "windowManager/platformWindow.h"
// Global macro
#define WindowManager PlatformWindowManager::get()
/// Abstract representation of a manager for native OS windows.
///
/// The PlatformWindowManager interface provides a variety of methods for querying
/// the current desktop configuration, as well as allocating and retrieving
/// existing windows. It may also manage application-level event handling.
class PlatformWindowManager
{
// Generator for window IDs.
S32 mIdSource;
protected:
/// Get the next available window Id
inline S32 getNextId() { return mIdSource++; }
public:
/// Get Global Singleton
static PlatformWindowManager *get();
PlatformWindowManager() : mIdSource(0) {};
virtual ~PlatformWindowManager()
{
}
static void processCmdLineArgs(const S32 argc, const char **argv);
/// Return the extents in window coordinates of the primary desktop
/// area. On a single monitor system this is just the display extents.
/// On a multimon system this is the primary monitor (which Torque should
/// launch on).
virtual RectI getPrimaryDesktopArea() = 0;
/// Retrieve the currently set desktop bit depth
/// @return The current desktop bit depth, or -1 if an error occurred
virtual S32 getDesktopBitDepth() = 0;
/// Retrieve the currently set desktop resolution
/// @return The current desktop bit depth, or Point2I(-1,-1) if an error occurred
virtual Point2I getDesktopResolution() = 0;
// Build out the monitor list.
virtual void buildMonitorsList() {}
// Find the first monitor index that matches the given name. The actual match
// algorithm depends on the implementation. Provides a default value of -1 to
// indicate no match.
virtual S32 findFirstMatchingMonitor(const char* name) { return -1; }
// Retrieve the number of monitors. Provides a default count of 0 for systems that
// don't provide information on connected monitors.
virtual U32 getMonitorCount() { return 0; }
// Get the name of the requested monitor. Provides a default of "" for platorms
// that do not provide information on connected monitors.
virtual const char* getMonitorName(U32 index) { return ""; }
// Get the requested monitor's rectangular region.
virtual RectI getMonitorRect(U32 index) { return RectI(0, 0, 0, 0); }
/// Populate a vector with all monitors and their extents in window space.
virtual void getMonitorRegions(Vector<RectI> &regions) = 0;
/// Create a new window, appropriate for the specified device and mode.
///
/// @return Pointer to the new window.
virtual PlatformWindow *createWindow(GFXDevice *device, const GFXVideoMode &mode) = 0;
/// Populate a list with references to all the windows created from this manager.
virtual void getWindows(VectorPtr<PlatformWindow*> &windows) = 0;
/// Get the window that currently has the input focus or NULL.
virtual PlatformWindow* getFocusedWindow() = 0;
/// Get a window from a device ID.
///
/// @return The window associated with the specified ID, or NULL if no
/// match was found.
virtual PlatformWindow *getWindowById(WindowId id)=0;
/// Get the first window in the window list
///
/// @return The first window in the list, or NULL if no windows found
virtual PlatformWindow *getFirstWindow()=0;
/// Set the parent window
///
/// This can be used to render in a child window.
virtual void setParentWindow(void* newParent) = 0;
/// Get the parent window
virtual void* getParentWindow() = 0;
/// This method cues the appearance of that window ("lowering the curtain").
virtual void lowerCurtain()=0;
/// @see lowerCurtain
///
/// This method removes the curtain window.
virtual void raiseCurtain()=0;
private:
/// Process command line arguments from StandardMainLoop. This is done to
/// allow web plugin functionality, where we are passed platform-specific
/// information allowing us to set ourselves up in the web browser,
/// to occur in a platform-neutral way.
virtual void _processCmdLineArgs(const S32 argc, const char **argv)=0;
};
/// Global function to allocate a new platform window manager.
///
/// This returns an instance of the appropriate window manager for the current OS.
///
/// Depending on situation (for instance, if we are a web plugin) we may
/// need to get the window manager from somewhere else.
PlatformWindowManager *CreatePlatformWindowManager();
#endif